I think the point made by the OP is, as kind of a mini-game, is more that it's low skill ("surf six" until you get a warning, you are arriving, push a button). I feel the OP may have a bit of a point. There's a lot more flying skill needed in dogfights, for example.
FD have done a great job of building Galaxy and local maps, Galnet, and are putting in faction groups etc, a lot of nice content to get stiuck into. For me, SC is a good opportunity to allow that. When you're in a station, the tendency is look through commodities and ships loadouts, but there's a big galaxy out there (let's go!) is THIS the time to engage with the news / factions backstory, and allow that to seep in? My feeling is not, I want the next ship ...
on routine travel (given that auto, a basic tech, see airliners, seems missing maybe from an advanced spaceship) there's a three or four minute sequence (of low skill mini game) where people who otherwise might not be so interested in lore/ power play etc can engage with it
With proviso's for balancing (always succumbs to interdiction etc.) I think it would draw people into the game to encourage them to investigate backstories without risking overshooting the target destination all the time. That and, after a few hundred trips, tedium CAN set in ..
you don't have to have attention deficit disorder, or want the game to play itself, to see that a flight computer can add complexity to the ship systems, adding to that all important immersion, if designed to be interesting in of itself, rather than being a dumb down, which apparently it HAS to be if it frees the pilots hands (optionally) for one specific mode of spaceflight.